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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.53 by root, Fri Apr 27 19:53:57 2007 UTC vs.
Revision 1.61 by root, Tue Jul 10 05:51:37 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* 24/*
26 * General convenience functions for crossfire. 25 * General convenience functions for crossfire.
27 */ 26 */
95int 94int
96random_roll (int r_min, int r_max, const object *op, int goodbad) 95random_roll (int r_min, int r_max, const object *op, int goodbad)
97{ 96{
98 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */ 97 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */
99 98
100 if (r_max < 1 || r_max < r_min) 99 if (r_max < r_min)
101 { 100 {
102 LOG (llevError | log_Backtrace, "Calling random_roll with min=%d max=%d\n", r_min, r_max); 101 LOG (llevError | logBacktrace, "Calling random_roll with min=%d max=%d\n", r_min, r_max);
103 return r_min; 102 return r_min;
104 } 103 }
105 104
106 if (op->type == PLAYER) 105 if (op->type == PLAYER)
107 { 106 {
121 * for exp loss calculations for players changing religions. 120 * for exp loss calculations for players changing religions.
122 */ 121 */
123sint64 122sint64
124random_roll64 (sint64 min, sint64 max, const object *op, int goodbad) 123random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
125{ 124{
126 sint64 omin, diff, luck, ran;
127 int base;
128
129 omin = min; 125 sint64 omin = min;
130 diff = max - min + 1; 126 sint64 diff = max - min + 1;
131 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ 127 int base = diff > 2 ? 20 : 50; /* d2 and d3 are corner cases */
132 128
133 if (max < 1 || diff < 1) 129 if (diff < 0)
134 { 130 {
135 LOG (llevError | log_Backtrace, "Calling random_roll64 with min=%" PRId64 " max=%" PRId64 "\n", min, max); 131 LOG (llevError | logBacktrace, "Calling random_roll64 with min=%" PRId64 " max=%" PRId64 "\n", min, max);
136 return (min); /* avoids a float exception */ 132 return (min); /* avoids a float exception */
137 } 133 }
138 134
139 /* 135 /*
140 * Make a call to get two 32 bit unsigned random numbers, and just to 136 * Make a call to get two 32 bit unsigned random numbers, and just to
141 * a little bitshifting. 137 * a little bitshifting.
142 */ 138 */
143 ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31); 139 sint64 ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31);
144 140
145 if (op->type != PLAYER) 141 if (op->type != PLAYER)
146 return ((ran % diff) + min); 142 return ((ran % diff) + min);
147 143
148 luck = op->stats.luck; 144 int luck = op->stats.luck;
145
149 if (rndm (base) < MIN (10, abs (luck))) 146 if (rndm (base) < MIN (10, abs (luck)))
150 { 147 {
151 /* we have a winner */ 148 /* we have a winner */
152 ((luck > 0) ? (luck = 1) : (luck = -1)); 149 ((luck > 0) ? (luck = 1) : (luck = -1));
153 diff -= luck; 150 diff -= luck;
154 if (diff < 1) 151 if (diff < 1)
155 return (omin); /*check again */ 152 return (omin); /*check again */
153
156 ((goodbad) ? (min += luck) : (diff)); 154 ((goodbad) ? (min += luck) : (diff));
157 155
158 return (MAX (omin, MIN (max, (ran % diff) + min))); 156 return (MAX (omin, MIN (max, (ran % diff) + min)));
159 } 157 }
160 158
161 return ((ran % diff) + min); 159 return ran % diff + min;
162} 160}
163 161
164/* 162/*
165 * Roll a number of dice (2d3, 4d6). Uses op to determine luck, 163 * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
166 * If goodbad is non-zero, luck increases the roll, if zero, it decreases. 164 * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
167 * Generally, op should be the player/caster/hitter requesting the roll, 165 * Generally, op should be the player/caster/hitter requesting the roll,
168 * not the recipient (ie, the poor slob getting hit). 166 * not the recipient (ie, the poor slob getting hit).
169 * The args are num D size (ie 4d6) [garbled 20010916] 167 * The args are num D size (ie 4d6) [garbled 20010916]
170 */ 168 */
171
172int 169int
173die_roll (int num, int size, const object *op, int goodbad) 170die_roll (int num, int size, const object *op, int goodbad)
174{ 171{
175 int min, diff, luck, total, i, gotlucky, base; 172 int min, luck, total, i, gotlucky;
176 173
177 diff = size; 174 int diff = size;
178 min = 1; 175 min = 1;
179 luck = total = gotlucky = 0; 176 luck = total = gotlucky = 0;
180 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ 177 int base = diff > 2 ? 20 : 50; /* d2 and d3 are corner cases */
178
181 if (size < 2 || diff < 1) 179 if (size < 2 || diff < 1)
182 { 180 {
183 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size); 181 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size);
184 return (num); /* avoids a float exception */ 182 return num; /* avoids a float exception */
185 } 183 }
186 184
187 if (op->type == PLAYER) 185 if (op->type == PLAYER)
188 luck = op->stats.luck; 186 luck = op->stats.luck;
189 187
205 } 203 }
206 204
207 return total; 205 return total;
208} 206}
209 207
210/* decay and destroy perishable items in a map */
211void
212maptile::decay_objects ()
213{
214 if (!spaces)
215 return;
216
217 for (mapspace *ms = spaces + size (); ms-- > spaces; )
218 for (object *above, *op = ms->bot; op; op = above)
219 {
220 above = op->above;
221
222 bool destroy = 0;
223
224 // do not decay anything above unique floor tiles (yet :)
225 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
226 break;
227
228 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
229 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
230 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
231 || QUERY_FLAG (op, FLAG_UNIQUE)
232 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
233 || QUERY_FLAG (op, FLAG_UNPAID)
234 || op->is_alive ())
235 ; // do not decay
236 else if (op->is_weapon ())
237 {
238 op->stats.dam--;
239 if (op->stats.dam < 0)
240 destroy = 1;
241 }
242 else if (op->is_armor ())
243 {
244 op->stats.ac--;
245 if (op->stats.ac < 0)
246 destroy = 1;
247 }
248 else if (op->type == FOOD)
249 {
250 op->stats.food -= rndm (5, 20);
251 if (op->stats.food < 0)
252 destroy = 1;
253 }
254 else
255 {
256 int mat = op->materials;
257
258 if (mat & M_PAPER
259 || mat & M_LEATHER
260 || mat & M_WOOD
261 || mat & M_ORGANIC
262 || mat & M_CLOTH
263 || mat & M_LIQUID
264 || (mat & M_IRON && rndm (1, 5) == 1)
265 || (mat & M_GLASS && rndm (1, 2) == 1)
266 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
267 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
268 || (mat & M_ICE && temp > 32))
269 destroy = 1;
270 }
271
272 /* adjust overall chance below */
273 if (destroy && rndm (0, 1))
274 op->destroy ();
275 }
276}
277
278/* convert materialname to materialtype_t */ 208/* convert materialname to materialtype_t */
279 209
280materialtype_t * 210materialtype_t *
281name_to_material (const shstr &name) 211name_to_material (const shstr &name)
282{ 212{
307 return; 237 return;
308 238
309 mt = name_to_material (op->materialname); 239 mt = name_to_material (op->materialname);
310 if (!mt) 240 if (!mt)
311 { 241 {
312 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname); 242 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->archname, &op->name, &op->materialname);
313 return; 243 return;
314 } 244 }
315 245
316 for (j = 0; j < NROFATTACKS; j++) 246 for (j = 0; j < NROFATTACKS; j++)
317 if (op->resist[j] == 0 && change->resist[j] != 0) 247 if (op->resist[j] == 0 && change->resist[j] != 0)
328void 258void
329set_materialname (object *op, int difficulty, materialtype_t *nmt) 259set_materialname (object *op, int difficulty, materialtype_t *nmt)
330{ 260{
331 materialtype_t *mt, *lmt; 261 materialtype_t *mt, *lmt;
332 262
333#ifdef NEW_MATERIAL_CODE
334 int j;
335#endif
336
337 if (op->materialname != NULL) 263 if (op->materialname != NULL)
338 return; 264 return;
339 265
340
341
342 if (nmt == NULL) 266 if (nmt == NULL)
343 { 267 {
344 lmt = NULL; 268 lmt = NULL;
345#ifndef NEW_MATERIAL_CODE 269
346 for (mt = materialt; mt && mt->next; mt = mt->next) 270 for (mt = materialt; mt && mt->next; mt = mt->next)
347 { 271 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
348 if (op->materials & mt->material) 272 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
349 { 273 {
350 lmt = mt; 274 lmt = mt;
275 if (!(op->is_weapon () || op->is_armor ()))
351 break; 276 break;
352 } 277 }
353 }
354
355#else
356 for (mt = materialt; mt && mt->next; mt = mt->next)
357 {
358 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
359 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
360 {
361 lmt = mt;
362 if (!(op->is_weapon () || op->is_armor ()))
363 break;
364 }
365 }
366#endif
367 } 278 }
368 else 279 else
369 {
370 lmt = nmt; 280 lmt = nmt;
371 }
372 281
373 if (lmt != NULL) 282 if (lmt != NULL)
374 { 283 {
375#ifndef NEW_MATERIAL_CODE
376 op->materialname = lmt->name;
377 return;
378#else
379
380 if (op->stats.dam && op->is_weapon ()) 284 if (op->stats.dam && op->is_weapon ())
381 { 285 {
382 op->stats.dam += lmt->damage; 286 op->stats.dam += lmt->damage;
383 if (op->stats.dam < 1) 287 if (op->stats.dam < 1)
384 op->stats.dam = 1; 288 op->stats.dam = 1;
390 op->stats.wc += lmt->wc; 294 op->stats.wc += lmt->wc;
391 if (op->is_armor ()) 295 if (op->is_armor ())
392 { 296 {
393 if (op->stats.ac) 297 if (op->stats.ac)
394 op->stats.ac += lmt->ac; 298 op->stats.ac += lmt->ac;
299
395 for (j = 0; j < NROFATTACKS; j++) 300 for (int j = 0; j < NROFATTACKS; j++)
396 if (op->resist[j] != 0) 301 if (op->resist[j] != 0)
397 { 302 {
398 op->resist[j] += lmt->mod[j]; 303 op->resist[j] += lmt->mod[j];
399 if (op->resist[j] > 100) 304 if (op->resist[j] > 100)
400 op->resist[j] = 100; 305 op->resist[j] = 100;
401 if (op->resist[j] < -100) 306 if (op->resist[j] < -100)
402 op->resist[j] = -100; 307 op->resist[j] = -100;
403 } 308 }
404 } 309 }
310
405 op->materialname = lmt->name; 311 op->materialname = lmt->name;
406 /* dont make it unstackable if it doesn't need to be */ 312 /* dont make it unstackable if it doesn't need to be */
407 if (op->is_weapon () || op->is_armor ()) 313 if (op->is_weapon () || op->is_armor ())
408 { 314 {
409 op->weight = (op->weight * lmt->weight) / 100; 315 op->weight = (op->weight * lmt->weight) / 100;
410 op->value = (op->value * lmt->value) / 100; 316 op->value = (op->value * lmt->value) / 100;
411 } 317 }
412#endif
413 } 318 }
414} 319}
415 320
416/* 321/*
417 * Strip out the media tags from a String. 322 * Strip out the media tags from a String.

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